

Ac20 And Gauss Are Both Unusable
#1
Posted 05 February 2014 - 06:07 AM
Try to hit a target who is moving randomly at 300 metres with an AC20.
It's almost impossible with the slow projectile speed.
The AC20 has become a point-blank weapon against everything except absolutely stationary targets.
I tried replacing it with a gauss rifle and I found that, inevitably, the gauss charge is lost about two thirds of the time because you just can't hear it if anyone is firing, and the charge is only available for an extremely short time.
This makes the gauss a totally unacceptable replacement.
Where does this leave us?
Gauss and AC20, two of the most iconic Battletech weapons, have effectively been nerfed out of the game.
This means that an Atlas pilot cannot take an AC20 anymore, not without enormous sacrifices in effectiveness.
It's pretty strange when we're playing what is supposedly a MechWarrior game and an AC20 is less effective than a double AC2, and an AC20 hits so rarely that a pair of LB10-X's do better concentrated damage because they actually hit what they're aimed at.
What's really disturbing is that you just cannot make a really good Atlas build anymore: nobody needs to be afraid of the Atlas, because it can always be outdone by a different mech.
#2
Posted 05 February 2014 - 06:22 AM
It's just taken practice for me to get used to what I use - Guass and AC20 being two of the main weapons of choice.
#3
Posted 05 February 2014 - 06:29 AM
Gauss is an aquired skill, but I see several folks be deadly with it. I personally would prefer they remove the chargeup mechanic though, as it makes it very difficult to use.
#4
Posted 05 February 2014 - 06:30 AM
The Gauss nerf has definently hurt its use initially (I am seeing more Gauss builds recently though), but the A/C20 speed nerf has not seemed to affect its popularity as far as I can tell.
The Gauss being unusable is debatable at least, but not the A/C20. The A/C20 is plenty usable.
#5
Posted 05 February 2014 - 06:31 AM
Praslek2, on 05 February 2014 - 06:07 AM, said:
It'a absolutely frustrating that people jump to the extreme with their comments.
In no way, shape, or form, has either of those weapons been "removed from the game".
Perhaps you can do us all a favour, and remove yourself from the game.
#6
Posted 05 February 2014 - 06:35 AM
I can handle gauss and ac20 very well (but ofc im not hunting Commandos and spiders with them although hit them too on occasions)
#7
Posted 05 February 2014 - 06:37 AM
The gauss rifle just requires some skill and practice now. The same skill you use in leading targets when firing ACs is the same as with the gauss rifle you have to track the target so you fire 0.5s after your press the charge button. It even still works at close up targets and if the shot doesn't develop the way you planned just don't let the finger off the trigger and the weapon doesn't fire so no wasted ammo.
Both weapons are more difficult to use in the high-alpha pinpoint meta game but both are still effective and usable.
#8
Posted 05 February 2014 - 07:06 AM
#10
Posted 05 February 2014 - 07:09 AM
#11
Posted 05 February 2014 - 07:47 AM
Gauss is now almost pointless due to its exotic firing mechanism unless you are in one of the few mechs that can carry 2 of them to make it worthwhile.
Neither are unuseable.
#12
Posted 05 February 2014 - 07:51 AM
That's a good thing if you ask me.
The most versatile weapons should always be the least powerful, and vice versa.
#13
Posted 05 February 2014 - 07:54 AM
As for the Gauss rifle chargeup: look next to your target reticle and you will see about six boxes. These boxes correlate directly to your weapon groups. You will notice that when you fire a weapon they turn red during the recycle time. You will also notice that the box corresponding to your Gauss Rifle will turn green when it is charged. That visual cue can be easily missed because it isn't very eye catching, but check it out, it is quite helpful.
#14
Posted 05 February 2014 - 07:55 AM
After the patch yesterday, this did not improve. So I am left with either not playing because im being blown to hell by a mech whose hits do count, or wasting all my ammo because thats all i can do .
It completely takes the fear out of the AC20 when you shoot a mech 8 times in the torso an cant even strip the armor.
Oh; and the client sees the hit because at the end of the match it shows 300+ dmg done, but the servers dont and that mech is just standing over your smoking corpse laughing.
#16
Posted 05 February 2014 - 08:00 AM
The charge on the Gauss makes it way harder. The only solution I have found is to use a button NOT on my mouse to charge and fire the gauss rifle; doing this removes that irritating little pressure change that you get on your mouse when releasing the trigger. However, these factors combined with the fragility, size and weight of a gauss rifle make it just too much hassle compared to multi-AC (or to a lesser extent ALRM) options.
A good fix would be to make it possible for the Gauss to hold its charge with the use of weapons modules..
Edited by Sam Slade, 05 February 2014 - 08:02 AM.
#17
Posted 05 February 2014 - 08:09 AM
The Gauss I can't comment on much cause I just don't use it hardly at all. When they did change it I still found it useful and have seen people do great with it. I might try it out again on some of my mechs, just a preference thing for me really.
#18
Posted 05 February 2014 - 08:49 AM
#19
Posted 05 February 2014 - 08:57 AM
Anyway, I run this set up because I wanted a quirky mech (unlike the other ballistic mechs I have) to add some variety to the gameplay. SInce the Gauss charge mechanic is different, I have to play it differently and that variety can be refreshing.
It isn't nearly as crazy of a setup as it once was. I overcharge trying to line up a shot, I line up a shot only to miss by the time the guns are charged, etc..., but when the shots contact...man it still shreads and feels rewarding.
It is playable, but you definently need to practice with the Gauss and play more of a fire support role.
As for the A/C20...no change to playstyle, it is as good as ever IMO (slower projectile or not).
#20
Posted 05 February 2014 - 09:05 AM
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